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Steppa
Gallente Sturmgrenadier Inc R i s e
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Posted - 2006.11.03 22:59:00 -
[1]
The one game mechanic that has infuriated me since I started playing is the fact that a ship, particularly a hostile ship, can be on your overview, but you can not warp to it. However, should said ship drop a can, you CAN warp to that...boggles the mind doesn't it?
I propose an old-school idea that has never been openly considered to my knowledge. Now, however, we're finding out that there is a Warp To 0km option being built in. This seems like a perfect time to bring this up again...
Let us warp to any ship we can pick up on our overview. Not scanner, that's asking too much and removes the "sub hunt" aspect of scan probes and such, which I like (if it gets fixed with Kali).
1) Let us warp to any ship/object on our overview. 2) Remove the 150km minimum warp-to distance 3) Replace the minimum with a skill-based, ship-based system so that the smaller the ship and the better the skill of the pilot, the smaller the minimum warp-to, getting it down to as small as 15km. This helps interceptors fulfill their role as quick-warp, lock-down ships.
Aside from balancing the game against gate snipers, which CCP appears to be moving away from, this would make all encounters between groups of ships a lot more interesting.
Rather than the focus-fire smackdowns that currently make fleet combat in Eve a yawnfest, now you have to plan against enemies warping right into your formation. Everything gets more intersting and more fun.
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May Long
Caldari Cross Roads
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Posted - 2006.11.04 00:49:00 -
[2]
i sorta like this idea. . .besides the skill thing. I feal you should be able to warp to any object, but leave the minimum distance existing but maybe adjust it to. . .100km?
_________________ Live long a prosper many times. . .a good sig pending >_> |

X ChaosX
Panzershrek Blood Raiders Alliance
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Posted - 2006.11.04 05:48:00 -
[3]
Wouldn't this completely remove the use of long range guns such as rails or arties? You can have your ceptor warp to 15km, fly up next the target, warp the the ceptor and be 15km away. ___
Originally by: Bill Shankly i see your another one of those lousy pirates that cant fight fair and call yourself apvper, what a joke u are.
Don't represent corp or alliance blah blah |

Venix
An Eye For An Eye Rule of Three
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Posted - 2006.11.04 14:47:00 -
[4]
yeah, you can already use a cloaker to get a warp point on people, no need for everyone to be able to do it and ruin snipers for good. We already got a stab nerf, what else do you need.
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Steppa
Gallente Sturmgrenadier Inc R i s e
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Posted - 2006.11.04 19:12:00 -
[5]
The ability to use a cloaker to get a warp to point is nearly useless in almost all cases. You normally have a fleet vs fleet situation where the opposition is at long range on a gate or other warpable object, using a bm that doesn't have anything behind it. By the time a cloaker can get a warp-to point on that fleet, the battle has either been decided or they have moved...KNOWING that the enemy is moving in cloakers. This begins another hour or so of cat-and-mouse that usually ends in most of them logging out.
My proposal sets up far more action-oriented fleet combat and the necessity for mixed fleets...instead of the overwhelming battleship-heavy blobs of today. Yes, long-range rails and beams are at stake, but if you listen closely to the overtones CCP is making, they don't want 200km snipers anyway.
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Outa Rileau
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Posted - 2006.11.04 22:07:00 -
[6]
Originally by: Venix yeah, you can already use a cloaker to get a warp point on people, no need for everyone to be able to do it and ruin snipers for good. We already got a stab nerf, what else do you need.
if you sniped with stabs, you deserve this nerf tbh.
Anyway, this would just generally f*ck up alot of things, and unbalance long range vs close range.
------------------------- Getting Sig Removed / Rank 8 / SP: 762039 of 2048000 
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foolers
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Posted - 2006.11.05 07:53:00 -
[7]
Edited by: foolers on 05/11/2006 07:54:12 Max range combat is more than a game mechanic, its a fact of life.
Its the most tried and true method of putting the hurt on someone, but still having the chance to get away if things go south. If you are lucky, you might even be able to nail them and they can not even hit back.
It has been around since some weisenheimer decided to stand on a hill and pitch rocks at a pack of hyenas in order to steal their kill.
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dennyreborn
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Posted - 2006.11.05 09:44:00 -
[8]
Originally by: Outa Rileau
Originally by: Venix yeah, you can already use a cloaker to get a warp point on people, no need for everyone to be able to do it and ruin snipers for good. We already got a stab nerf, what else do you need.
if you sniped with stabs, you deserve this nerf tbh.
Anyway, this would just generally f*ck up alot of things, and unbalance long range vs close range.
It would actully balance long Vs close range combat. Because now you will need close range ships to protect your fleet from ships warping in.
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Ihar Enda
Caldari
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Posted - 2006.11.05 10:30:00 -
[9]
Originally by: Steppa 1) Let us warp to any ship/object on our overview. 2) Remove the 150km minimum warp-to distance 3) Replace the minimum with a skill-based, ship-based system so that the smaller the ship and the better the skill of the pilot, the smaller the minimum warp-to, getting it down to as small as 15km. This helps interceptors fulfill their role as quick-warp, lock-down ships.
The ranges would need tweaking, but otherwise a good idea. It'd have a chance of finally making fleet combat suitable for ships of all ranges.
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Jai Cee
UK Corp Lotka Volterra
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Posted - 2006.11.05 11:40:00 -
[10]
This is something I've been a proponent of for a long while. I'm more than happy to keep the minimum warp distance, without it the speed difference among ships is unimportant which is bad (warp at 30km, thats crazy). I also think it shouldn't be a warp to 0km option, either 15km or a more random variable decided by ship size/sensor strength etc.
The advantage of this is that it really does remove extreme sniping ranges, if you make the minimum warp distance 175km which is greater than it is now it forces sniping ships to either come with a lot of backup or to stay inside 175km of their enemies. Basically it removes sniper warfare from fleet combat but not necesarily those harrasing small gate camps etc which imho is a great thing because now fleets would require a mix of ships which would fit right in with the new leadership skills.
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Imhotep Khem
Total Mayhem.
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Posted - 2006.11.05 12:35:00 -
[11]
the only part I like is ship based warp to distances. We don't need another mandatory skill. And warp to any object is silly because that negates sniping. ____ "If your not dyin' your not tryin'." "Are you prepared to go all the way, Alexi?" DuGalle |

Ihar Enda
Caldari
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Posted - 2006.11.05 13:36:00 -
[12]
Originally by: Imhotep Khem And warp to any object is silly because that negates sniping.
If that's the price of making fleet combat fun, I'll pay it gladly.
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Zarch AlDain
Friends of Everyone
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Posted - 2006.11.05 23:09:00 -
[13]
I like this idea - with modifications.
Keep the skill, and have the skill + the accuracy of your ship (scan resolution perhaps?) mean how close to the target you can warp.
I.e. a battleship with no skills can warp 150km from someone.
A battleship with the skill at level 5 can warp 25% closer (112km)
An intercepter though might be able to warp inside 80 km, with the skill down to 60km)
Zarch AlDain
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xenorx
0utbreak
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Posted - 2006.11.06 20:01:00 -
[14]
Can't say that I like the idea as presented. While I like an in your face smash you in the nose fight as much as the next guy. This would just ensure that the largest blob wins in the majority of cases.
Snipping is a viable tactic in fleet combat that can be very effective for a fleet that is outnumbered. I have fought in many situations where the smaller fleet warping in and picking off 1-2 ships at a time and warping out has lead to overwhelming victory.
Your proposal would eliminate any long range option completly. The force with the superior numbers wins vertually every time. Long range fleet warps in and attacks a numerically supperior fleet. Blob warps directly to snipers and WTFBBQ them. Sounds great as long as you are the biggest blob. What if you are not the biggest blob? Why would you ever consider attacking at all?
No one can hear you scream in space, so just shut up and die already. |

Venkul Mul
Gallente
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Posted - 2006.11.06 21:00:00 -
[15]
All good and wonderful for fleet battes, but a disaster for solo playing. My mission Megatron with rails will be killed as soon as it set foot in low sec or is war decced, as a short ranged ship will go istantly under her good tracking range, and I would need warp stabilizer to open range with a warp, but that will kill my sensors. A lose-lose option. And a mission ship has better have some good range weapon. And drone ships will be s***ed too as the drone will not follow the enemy in warp.
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Steppa
Gallente Sturmgrenadier Inc R i s e
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Posted - 2006.11.07 19:59:00 -
[16]
Fine. Make it a high-slot module with capital-level fitting requirements. This module would allow all ships starting their warp within 30km of the capital ship to do what we're talking about...warp to an enemy ship with the minimum warp-to range based on the size of the ship, higher for larger ships.
OR, if you really wanted to have fun with it, require three seperate ships to have a "triagulation" module active. If three such ships exist within a fleet and are withint 100km of each other, you get the same ability for ships in your fleet.
Either option requires a commitment of forces beyond what the average ganksquad is going to muster, certainly in the first example.
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Grinkur
Imperial Academy
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Posted - 2006.11.07 20:12:00 -
[17]
Just increase range of EW modules (especially dampeners). Make them very stong at long ranges and less powerfull at short ranges.
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Sir Bart
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Posted - 2006.11.07 20:28:00 -
[18]
Although you make sense I don't think it would improve gameplay. It's pretty dumb that you can warp to a can and not a ship but all pvp would become short range. (although pulse lasers would be good for something). In big engagements, there's always some cans around that the close range guys can warp to anyways.
-Bart
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